various fixes and formatting tweaks
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1cd7027256
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4cae195763
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@ -18,6 +18,7 @@
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "raymath.h"
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#include <math.h>
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@ -68,9 +69,15 @@ int main(void)
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}
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}
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// Reset frame index to zero on overflow
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// Reset frame index to zero on overflow
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if (anim >= 4)
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if (anim >= 4) anim = 0;
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// Find the current direction frame based on the camera position to the billboard object
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float dir = (float)floor(((Vector2Angle((Vector2){ 2.0f, 0.0f }, (Vector2){ camera.position.x, camera.position.z })/PI)*4.0f) + 0.25f);
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// Correct frame index if angle is negative
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if (dir < 0.0f)
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{
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{
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anim = 0;
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dir = 8.0f - (float)abs((int)dir);
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -83,15 +90,6 @@ int main(void)
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BeginMode3D(camera);
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BeginMode3D(camera);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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// Find the current direction frame based on the camera position to the billboard object
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float dir = (float)floor(((Vector2Angle((Vector2){ 2.0f, 0.0f }, (Vector2){ camera.position.x, camera.position.z })/PI)*4.0f) + 0.25f);
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// Correct frame index if angle is negative
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if (dir < 0.0f)
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{
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dir = 8.0f - (float)abs((int)dir);
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}
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// Draw billboard pointing straight up to the sky, rotated relative to the camera and offset from the bottom
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// Draw billboard pointing straight up to the sky, rotated relative to the camera and offset from the bottom
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DrawBillboardPro(camera, skillbot, (Rectangle){ 0.0f + (anim*24.0f), 0.0f + (dir*24.0f), 24.0f, 24.0f }, Vector3Zero(), (Vector3){ 0.0f, 1.0f, 0.0f }, Vector2One(), (Vector2){ 0.5f, 0.0f }, 0, WHITE);
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DrawBillboardPro(camera, skillbot, (Rectangle){ 0.0f + (anim*24.0f), 0.0f + (dir*24.0f), 24.0f, 24.0f }, Vector3Zero(), (Vector3){ 0.0f, 1.0f, 0.0f }, Vector2One(), (Vector2){ 0.5f, 0.0f }, 0, WHITE);
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